bezier

Calculate the length of a segment of a quadratic bezier

倾然丶 夕夏残阳落幕 提交于 2019-12-01 17:47:57
I use this algorithm to calculate the length of a quadratic bezier: http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/ However, what I wish to do is calculate the length of the bezier from 0 to t where 0 < t < 1 Is there any way to modify the formula used in the link above to get the length of the first segment of a bezier curve? Just to clarify, I'm not looking for the distance between q(0) and q(t) but the length of the arc that goes between these points. (I don't wish to use adaptive subdivision to aproximate the length) Since I was sure a similar form solution would exist

Draw SVG Bezier curve

我的未来我决定 提交于 2019-12-01 15:54:11
I have an array of control points that represent a high-order Bezier curve. How can I draw this curve using a single SVG-path? UPD: For example, I have a set of points: (x1, y1) (x2, y2) (x3, y3) (x4, y4) (x5, y5). How SVG-path will look like in the terms of C , S , Q or T ? UPD 2: SOLUTION I asked this question to depict a object path animated with TweenMax . Later I received reply on GreenSock forum . Here's CodePen example . Short answer: you can't. SVG only has built in Quadratic (2nd order) and Cubic curves (3rd order), whereas the curve you're showing is Quartic (4th order). SVG has no

Thick Bezier Curves in OpenGL

情到浓时终转凉″ 提交于 2019-12-01 12:53:07
I am writing a program in java using the jogl opengl bindings. I need to create a bezier curve that varies in thickness along the curve. So far I've only managed a thin bezier curve of single points. I'm pretty sure that this isnt going to be an easy thing to do, but i I have no idea where to even begin looking for the solution. If anyone could point me in the right direction as to how to solve this, it'd be greatly appreciated! James Sample the curve and for each sample point compute two points, one on each side of the curve, along the normal line at the sample point and at a distance equal

Thick Bezier Curves in OpenGL

核能气质少年 提交于 2019-12-01 10:30:06
问题 I am writing a program in java using the jogl opengl bindings. I need to create a bezier curve that varies in thickness along the curve. So far I've only managed a thin bezier curve of single points. I'm pretty sure that this isnt going to be an easy thing to do, but i I have no idea where to even begin looking for the solution. If anyone could point me in the right direction as to how to solve this, it'd be greatly appreciated! James 回答1: Sample the curve and for each sample point compute

Nearest point on a quadratic bezier curve

一个人想着一个人 提交于 2019-12-01 09:29:56
I am having some issues calculating the nearest point on a quadratic curve to the mouse position. I have tried a handful of APIs, but have not had any luck finding a function for this that works. I have found an implementation that works for 5th degree cubic bezier curves, but I do not have the math skills to convert it to a quadratic curve. I have found some methods that will help me solve the problem if I have a t value, but I have no idea how to begin finding t. If someone could point me to an algorithm for finding t, or some example code for finding the nearest point on a quadratic curve

the relation of the bezier Curve and ellipse?

牧云@^-^@ 提交于 2019-12-01 09:19:44
I want to draw a oval in html5 canvas,and i found a good method for it in stackoverflow .but I have another quesition. function drawEllipse(ctx, x, y, w, h) { var kappa = 0.5522848; ox = (w / 2) * kappa, // control point offset horizontal oy = (h / 2) * kappa, // control point offset vertical xe = x + w, // x-end ye = y + h, // y-end xm = x + w / 2, // x-middle ym = y + h / 2; // y-middle ctx.beginPath(); ctx.moveTo(x, ym); ctx.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); ctx.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); ctx.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); ctx.bezierCurveTo

OpenGL实现四次次Bezier曲线

十年热恋 提交于 2019-12-01 08:49:34
#include <GL/glut.h> #include <cmath> void init(void) { glClearColor(0.0, 0.0, 0.0, 0.0); glMatrixMode(GL_PROJECTION); gluOrtho2D(0.0, 500.0, 0.0, 500.0); glMatrixMode(GL_MODELVIEW); } void myDisplay() { float x0 = 50, y0 = 50; float x1 = 100, y1 = 400; float x2 = 300, y2 = 400; float x3 = 400, y3 = 50; float x4 = 450, y4 = 450; glPointSize(3); glColor3f(1.0, 0.0, 0.0); //控制点 glBegin(GL_POINTS); glVertex2f(x0, y0); glVertex2f(x1, y1); glVertex2f(x2, y2); glVertex2f(x3, y3); glVertex2f(x4, y4); glEnd(); //四次次Bezier曲线 float x, y; glColor3f(0.0, 1.0, 0.0); glBegin(GL_LINE_STRIP); for (float t = 0

the relation of the bezier Curve and ellipse?

空扰寡人 提交于 2019-12-01 04:38:49
问题 I want to draw a oval in html5 canvas,and i found a good method for it in stackoverflow.but I have another quesition. function drawEllipse(ctx, x, y, w, h) { var kappa = 0.5522848; ox = (w / 2) * kappa, // control point offset horizontal oy = (h / 2) * kappa, // control point offset vertical xe = x + w, // x-end ye = y + h, // y-end xm = x + w / 2, // x-middle ym = y + h / 2; // y-middle ctx.beginPath(); ctx.moveTo(x, ym); ctx.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); ctx.bezierCurveTo(xm

Calculate a 2D spline curve in R

蹲街弑〆低调 提交于 2019-12-01 03:17:50
I'm trying to calculate a Bezier-like spline curve that passes through a sequence of x-y coordinates. An example would be like the following output from the cscvn function in Matlab ( example link ): I believe the (no longer maintained) grid package used to do this ( grid.xspline function?), but I haven't been able to install an archived version of the package, and don't find any examples exactly along the lines of what I would like. The bezier package also looks promising, but it is very slow and I also can't get it quite right: library(bezier) set.seed(1) n <- 10 x <- runif(n) y <- runif(n)

Coordinate trigonometry - calculate midpoint in arc for flightpath

孤人 提交于 2019-12-01 02:34:12
I am trying to draw flightpaths on a map using SVGs. I'm using d3 on top of Leaflet, but the frameworks used shouldn't make a difference to my problem - it's trig. http://fiddle.jshell.net/zw8TR/26 The way I'm trying to do this is by creating a quadratic bezier curve (I'm open to other/easier ways if you know of any). What I need to calculate is 1 control point, perpendicular to the midpoint of each line. This point should always bias to a higher y value / latitude than the midpoint, to create an arc which looks like a flightpath. In my demo above, I found it's easier to debug exactly where